Katiyana

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Organized Play Member. 394 posts (10,431 including aliases). 1 review. 1 list. 1 wishlist. 18 Organized Play characters. 52 aliases.


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My character will also be Human - so probably in the same boat as RH


Dotting!

Main: 2d4 + 10 ⇒ (4, 2) + 10 = 16 <
Main: 2d4 + 10 ⇒ (1, 3) + 10 = 14 <
Main: 2d4 + 10 ⇒ (1, 3) + 10 = 14
Mid: 1d6 + 10 ⇒ (6) + 10 = 16 <
Mid: 1d6 + 10 ⇒ (1) + 10 = 11 <
Mid: 1d6 + 10 ⇒ (1) + 10 = 11
Low: 14 - 1d6 ⇒ 14 - (6) = 8
Low: 14 - 1d6 ⇒ 14 - (1) = 13

16/14/16/11/13/8

I'm thinking of a Human Promethean Alchemist at this stage. Maybe someone a little introverted (yay 8 CHA) that crafts mechanical friends for his or herself.


Here is my Arcanist. Ideally, I'd like to flesh this out a little more, but here is what she is at present. I may make further adjustments later tonight when I get back from work - mostly seeing if I can tie in more plot hooks if possible.

Cordelia Firth:

Cordelia Firth
Female aquatic elf blood arcanist 1 (Pathfinder Campaign Setting: Inner Sea Races 242, Pathfinder RPG Advanced Class Guide 8, 77)
CG Medium humanoid (aquatic, elf)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Special Attacks arcane reservoir (1/4), consume spells, dehydrating touch
Blood Arcanist Spells Prepared (CL 1st; concentration +5)
1st (3/day)—grease, snowball[UW]
0 (at will)—dancing lights, ghost sound (DC 14), mage hand, prestidigitation
Bloodline Aquatic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Additional Traits
Traits - custom trait -, magical lineage, omen, unpredictable
Skills Bluff +7, Diplomacy +6, Intimidate +7, Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (nobility) +8, Perception +3, Swim +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aboleth, Aklo, Aquan, Common, Elven, Sylvan; telepathy 100 ft. (water creatures only; suggestion, aquatic call)
SQ amphibious, aquatic mastery, bloodline (aquatic[APG]), elven magic, water breathing
Other Gear arcanist starting spellbook
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Aquatic +1 CL for [water] spells, aquatic/swimming summoned creatures gain +1 to hit and damage.
Aquatic Mastery Increase the DC of any spell with the water descriptor you cast by 1.
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Dehydrating Touch (5/day) (Sp) Melee touch attack deals 1d6+1 non-lethal damage.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Swim (30 feet) You have a Swim speed.
Telepathy (100 feet, water creatures only; suggestion, aquatic call) (Su) Communicate telepathically if the target has a language.
Water Breathing You can breathe water as well as air.

Backstory:

Cordelia Firth was born to two aquatic elves from the Kailani kingdom. Medium in size, the tribe was based towards The Plate, straddling the waterway between the Fertile North and the Fair Lands. The geographic location meant that members of the Kailani kingdom were well used to diplomacy, trying to manage the shifting petty kingdoms in the area. Cordelia therefore spent equal time out on land and below the waves, trying to establish diplomatic ties and trade routes that would benefit her home.

Being in close proximity to chilling waters, Cordelia possessed a particular affinity towards cold or water based magic. She wasn’t a particularly strong spellcaster, but she had a rudimentary grasp of magic and would use it defensively whenever she felt threatened. Cordelia’s interest in magic grew as she became more and more experienced, and she would occasionally roam the oceans a short distance away from her home in search of any artifacts or forgotten occult lore that she could learn and study.

The rise of the Absolute Order was particularly troubling for her tribe. The kingdom was split between two factions, those that wanted to ally with the dominant rulers of the day – Absolute Order, and those that favored the glory of old, or perhaps saw an opportunity to influence a relatively young and inexperienced king in the new prince. Cordelia (privately) fell in the latter category, but the arguing between the two split factions began to boil over. Eventually, Cordelia was dispatched to observe the Prince and his quest for the crown, to then advice a decision on whether her tribe would openly ally themselves with him or the Absolute Order. Cordelia left immediately to take up her new responsibilities, unaware that there were those watching her keenly, hoping to see her fail.

Progression + Role:

Cordelia is probably going to go straight Blood Arcanist. I know that as an Aquatic Elf, she doesn't get the best mileage out of the Aquatic Sorcerer bloodline but hey, its flavorful and some of the later abilities are pretty cool! She will probably pick up Benthic Spell and Rime Spell as metamagic feats later on, to try and increase the range and options of water / cold spells she has at her disposal.


Finished up my Human Psychokineticist Chaokineticist / Cleric (Divine Paragon) of Tsukiyo.

I'll hold off on posting her just in case recruitment throws up any creation curve-balls but shes basically done. Kinda bummed that there isn't really a tattooist cleric archetype so I'll probably take (Craft Tattoo) and go from there.


From the GM:

Ash Raven wrote:


Sylphs don't exist in the setting. None of the planeborn do. There are Spiritfolk which, if you pick the Air subrace, are functionally identical in flavor and similar in mechanics.

I think that the GM is referring to Ifrit / Oread / Undine / Sylph as the Elemental Planeborn races that are not allowed. Looks like the GM has either an exception for the Aasimar race, or has created homebrew variations of Planeborn races (like Spiritfolk / Aasimar variants) for use in this setting.


Also Planetouched are out I think Storm Dragon


You mentioned Wizard and Oracle having taboos. Do Sorcerer / Cleric / Druids etc have any restrictions / limitations we need to be aware of even if selected as a non class restricted gestalt side? Are the taboo's for Oracle / Wizard only if selected as the class restricted option?


Withdrawing dotted interest. I'm based in Christchurch and the last 24 hours have made it a bit hard to give my full focus.

Best of luck everyone, this looks like its going to be an amazing game with amazing submissions!


dotting, thinking a Angelfire Apostle / Divine Paragon Cleric of Tsukiyo for now.


Good Luck everyone!

Also because Aisha has no competition for her mythic path, does that mean she is automatically selected? If so, congrats Aisha =]


Of course GM, if you had an idea for Ishana’s bloodline and/or parentage that’s fine with me, feel free to write it as you wish. I also don’t mind it being a surprise either, some of the best backstory hooks often are. I’d probably ask for you to let me know if you want me to rewrite something in my backstory (if things don’t line up) but I don’t mind it being in the dark on her bloodline matters.


I'm a little short on time, so I took a brief run through through the list.

Just quickly, Ishana probably can make easy connections with Lorien Lightbringer or Setan, Maker of the New. There are both strong elements on her past that she cares about (eg in Lorien's case Ishana feels the similarity of being an orphan, whereas in Setan's case, she finds a kindred spirit in wanting to spread new ideas and change, but not having the agreement or support of some peers, teachers, or elders) that make it relatively simple to find common ground. Kaussek and Ishana have an interesting dynamic in that Ishana would absolutely like to find a way to ensure the lizardfolk are supported and protected, but might have somewhat minor philosophical differences of opinion about tradition vs progress

Probably the most interesting dynamic would be between Ishana and Juventis Axilla-Cailean. They both have similar circumstances of birth (although to be fair, Ishana doesn't know the details of hers), and Juventis has fully embraced his. If Ishana ever learns her birthright, he is probably the sort of individual Ishana might look towards for guidance and whether she embraces her birthright, or discards it entirely to forge her own path.

I should note that Ishana's backstory is effectively blank once she leaves Kyonin, meaning that there is room for her to meet or otherwise have connections with other party members, should anyone wish to create something.

Just my 2cents, I may have missed other connections but some of the above are the ones that stand out


I know GM said I was complete, but I wanted to do more tinkering. Added the information I updated with GM, and organised / updated a few minor things.

Crunch:

Ishana Tamanna
Female half-elf arcanist (brown-fur transmuter) 4 (Pathfinder RPG Advanced Class Guide 8, 77)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 32 (4d6+8)
Fort +4, Ref +4, Will +4; +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +5 (1d4+3/19-20)
Special Attacks arcane reservoir (6/11), arcanist exploit (potent magic[ACG]), consume spells, hardened fists
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 4th; concentration +9)
2nd (3/day)—burst of radiance (DC 17)
1st (6/day)—color spray (DC 16), grease, mage armor
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 20, Wis 9, Cha 17
Base Atk +2; CMB +4; CMD 16
Feats Eldritch Heritage[UM], Eschew Materials, Skill Focus (Disguise), Spell Focus (conjuration)
Traits calistrian courtesan, seeker
Skills Bluff +10 (+11 vs. humanoids), Diplomacy +10 (+11 to gather information, +11 vs. humanoids), Disguise +13, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (religion) +12, Perception +0, Sense Motive +0
Languages Aklo, Common, Draconic, Elven, First Speech, Hallit, Sylvan
SQ elf blood, illustrious urbanite, perfect, powerful change +2
Other Gear dagger, handy haversack, sleeves of many garments[UE], arcanist starting spellbook, backpack, bedroll, belt pouch, disguise kit, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 727 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hardened Fists (6 rounds/day) (Su) Natural unarmed or claw attacks deal damage as if one size category larger.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Backstory:

Most children know their birthplace, or even their birthday, but Ishana knew none of those things. Found on the doorstep of a Calistrian Temple in Kyonin as a newborn, Ishana grew up as an orphan, not knowing who any of her parents were, or even why she had been left alone.

Like many elves, Ishana possessed strong arcane power, even as a young child. Her branch of magic was a little different than the norm however, combining innate power from her unknown bloodline, but her magic also responded to magical study, where a traditional wizard’s strengths might lie, giving Ishana a little of both worlds. Ishana instinctively knew how to wield her unique style of magic, sometimes better than her peers, something that caused no small amount of envy. As someone who lacked parents, as well as her half human, half elf heritage, she was frequently the target of some minor bullying, occasionally cruelly teased that she must have been an accident or unwanted child. These insults always distressed Ishana, and she frequently petitions the priests and priestesses of the temple for divinations, but unfortunately nothing turned up.

In the absence of any guardians, Ishana grew up in the temple, calling it a ‘home’ of sorts. Life in the temple was fairly pleasant. As a centre of religious worship, Ishana ended up learning quite a bit about the various religions in the area, their customs and duties. Despite being knowledgeable about religion, as well as growing up within a Calistrian Temple, Ishana herself was not especially religious, but still felt a sense of obligation to the Church for taking care of her, providing shelter, a religious education, and general care. In return gratitude, Ishana would help out wherever she could in the Temple, and as she grew older, even worked as a courtesan for a brief time in order to repay a debt she felt honour bound to make up.

As very little was known about how exactly Ishana’s style of magic worked, her arcane tutors would frequently push Ishana into adopting the ‘right’ way of using magic. Particularly horrible teachers would even set lower benchmarks for success due to her half human heritage despite Ishana being fairly skillful for her age. Being rather headstrong, Ishana always resisted this, subscribing to the view that flexibility and an open mind were far more important than sticking to tried and true traditions. Some teachers were even worse however, and would give condescending smiles whenever she achieved something, as if it was some miracle she could handle the most basic of spells. One day, after a long argument with a particularly irksome tutor the day previously, Ishana skipped her tutoring and instead attempted to take martial combat lessons, purely to spite her teacher. She learnt that wasn’t particularly good at swinging bits of metal around (lack of practice and skill made her pathetic with anything bigger than a dagger) but it was the principal behind it – that she could (and would) do anything she could set her mind to.

Whenever the bullying or unrealistic expectations became too much, Ishana would adopt a disguise and slip away into the vast forests, watching the wildlife and nature around her. She liked transmutation magic for its ability to turn something into something else, and longed to be like the nature loving druids who could transform into anything they set their mind to. Once, she had even asked an old elder who had druid magic if he would teach her, but apparently she lacked the proper mind-set – and regardless, divine nature magic did not come easily to her.

As time wore on, and her arguments with her tutors grew more common, Ishana began to realize that she wouldn’t quite fit in where she was. She didn’t want to conform to anyone’s expectations, and in fact hated doing so. She wanted to be free, changeable, to forge new paths and new branches of magic, a forward thinking focus. She heard that the Stolen Lands were being settled, and decided that working alongside such settlers, with an eye on the future and positive change would be a definite improvement (albeit a challenge) that she could look forward to. Despite trying to be sociable, Ishana lacked friends, so when she made the decision, it was an easy choice to make. She took a moment to bid farewell to the temple that had sheltered her for much of her early life, and then she set up towards an uncertain future.

Appearance and Personality:

Ishana is a 21 year old, olive skinned, half-elf of medium height and build, with long flowing brown hair, and chocolate brown eyes. While some arcane students preferred to stay indoors and study, Ishana split her time indoors and out, leaving her skin lightly tanned, and her build being slim, but slightly muscular, due in no small part to her time spent rolling around in the dirt trying (and failing) to learn swordplay. Ishana loathes armor, finding it heavy and restrictive, but also shuns long flowing robes and being absolutely impractical. Therefore, she tends to favor light, tighter fighting clothing (being slightly better for combat and travelling in the wilds) that isn’t overly movement restricting. She isn’t above putting on something a little more daring, such as something more fashionable on occasion, but finds such things rather few and far between. She wears standard boots for footwear, and usually forgoes any jewelry. Her hair she likewise keeps unbound, again, hating keeping it tied up.

It is worth noting that the above description is Ishana’s natural form, unadjusted by disguises or makeup. As someone well trained in the art of trickery and deception, as well as someone suffering from casual bullying in her past due to her heritage, Ishana has a talent for looking like someone else. For Ishana, appearance is like a change of clothing, something to be discarded or changed from day to day depending on the situation or mood. It is not uncommon for Ishana to portray herself as a full blooded elf, or alternatively a full blooded human, making use of her dual heritage in order to change things up.
Ishana’s penchant for Disguise is mostly driven by her strong desire to stand out in a crowd. Some might call it shallow, but Ishana merely wants to celebrate differences rather than hide them. She could show up to a high society event in something scandalous, or she could equally wear a unsuitable dress in the forest. She does temper this desire with practicality in all her choices regarding appearance, but the aim is to be different and to celebrate that. Sometimes it gets too much for her, and she defaults back to ‘blend in’ disguises if she has had enough and wants to avoid people, effectively ’shutting out’ but otherwise she tries to be as daring as possible. She is however, respectful of people’s customs, and tries to avoid be rude for the sake of rudeness.

Despite wanting to stand out, Ishana takes care not to offend others in her choice of appearance. She is always polite, and tries to carry herself elegantly at all times, and has mastered the art of a quick and easy smile to set concerns at ease.

In terms of core motivations, Ishana hates tradition, and loves change. She likes creativity and freedom, and to be expressive. It’s precisely this fact that drew her to transmutation magic as well as her unusual branch of transmutation magic she is working on (ie her ability at higher levels, which lets her defy the norm and polymorph other people in addition to just herself). She wants to go to the Stolen Lands to both start fresh and orchestrate change. She will (in future) want to set up a school for arcanists to learn about their magical talents, as well as for anyone wanting to learn her style of transmutation magic. She wants to create a place where people with mixed heritage, or who just don’t fit in to be welcome without worrying about misfortunes of birth. Ishana knows that this is somewhat of an idealistic dream, something that has been frequently tried and failed, but still feels the goal or vision itself is worth pursuing.

Unfortunately, Ishana does have a few significant flaws. Somewhat ironically for a person that loves disguise, Ishana still focuses on superficial appearance. Her desire to stand out means she is more likely to portray herself as someone attractive rather than ugly when using disguise magic, and always attempts to show poise or bearing of someone of a higher upper class than usual. This isn’t a rule per say, but takes conscious effort for her to break this pattern. Quite why she struggles with this is difficult to say, but probably has something to do with being an orphan, without parents she feels the need to play a role more superior to herself which ironically doesn’t make her all that different. Ishana also has a passionate temper. Someone forcing her into a stereotype or pigeonholing her in some way immediately earns her ire (and probably a desire to show them up / prove them wrong at earliest opportunity).
In terms of any eccentricities, Ishana is a huge history buff. Her fascination with her own bloodline means that she is an expert in lineages, lines of succession, significant historical events, and so on. She would (at some stage) want to build a library of some description once the Stolen Lands are settled, as part of her thirst for knowledge, but its mostly been driven up until now by a desire to learn her parentage, something she has utterly failed at.

Society:

In looking at where Ishana fits in society, she fits into some sort of awkward category between a historian/library/scientist. She is an arcane caster, but is very individualistic and therefore wouldn’t have much of a guild connection. Likewise she loves nature but would be a terrible scout, being rather unobservant. Growing up in a religious temple, she knows rather a bit about deities, customs and duties, and yet possesses to divine spark of her own. Eventually, she will look to transition her knowledge into leadership, and/or diplomatic relations but at this early stage, she isn’t quite there yet.

Destiny:

Ishana will take the Archmage Mythic Path, and I foresee her mythic power coming from her bloodline. Quite where that bloodline fits in, I haven’t quite decided yet as her unknown parentage means she has a large number of possible opportunities as to how exactly her bloodline ties into her mythic power. I rather like the child of deity angle as a possible option since it would explain why Ishana has been utterly unsuccessful about learning about who her parents were, but seeing as Ishana has no idea who her mother or father is / are or what happened to them (or even why she was abandoned) there is a lot of flexibility. I’m hoping that her quest for answers (and repercussions) unfolds over the course of Ishana’s life, as it’s driven quite a lot of her decisions and personality up until now.


TheWaskally wrote:
I thought Ishana put herself down for the Trickster path?

Not to my knowledge.

Ishana is an arcanist, which makes more sense going into Archmage. I don’t think she really gets anything out of the Trickster path, and it wasn’t really on my radar. Let me know if I said something that caused confusion but her backstory does mention Archmage :/


GM:

Ugh, knew I forgot something obvious.

So, she's about early 20's at this point. Young enough to be overly idealistic perhaps, but experienced enough to handle situations entirely on her own. Call it 21 if you want an exact age.

As for deity, it was a temple of Calistria where she was raised. I probably should have explicitly mentioned it, but truthfully, I didn't really want it to be a large part of her backstory at present. If that changes in the future due to a mythic ascension - excellent, but right now, she is more about being a transmutating arcanist obsessed with change than a Calistrian Escort which is probably why I skimmed over it more than maybe I should have.

I'm still trying to see if there is a more flavorful deity that fits better but Calistria ticks most of the boxes at present (Major Elven Deity, Chaotic, Trickery Angle etc).

As always, any further questions, any detail whatsoever you want me to explain, or flesh out, I'm happy to help.


Hmm, this err, turned out a bit larger than I intended it. There is still a bit of wealth unspent so I might adjust things a little, but posting what I have now at least.

GM, if you want clarification on something, if I missed something due to an oversight, feel free to let me know. I have tried to tie decisions about skills / feats to who she is, and/or background but shoot me a PM or let me know if I haven't been clear or concise enough.

Crunch:

Ishana Tamanna
Female half-elf arcanist (brown-fur transmuter) 4 (Pathfinder RPG Advanced Class Guide 8, 77)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 32 (4d6+8)
Fort +4, Ref +4, Will +4; +2 racial bonus vs. transmutation spells and spell-like effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +5 (1d4+3/19-20)
Special Attacks arcane reservoir (6/11), arcanist exploit (potent magic[ACG]), consume spells, hardened fists
Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 4th; concentration +9)
2nd (3/day)—burst of radiance (DC 17)
1st (6/day)—color spray (DC 16), grease, mage armor
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 14, Int 20, Wis 9, Cha 17
Base Atk +2; CMB +4; CMD 16
Feats Eldritch Heritage[UM], Eschew Materials, Skill Focus (Disguise), Spell Focus (conjuration)
Traits calistrian courtesan, seeker
Skills Bluff +10 (+11 vs. humanoids), Diplomacy +10 (+11 to gather information, +11 vs. humanoids), Disguise +13, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (religion) +12, Perception +0, Sense Motive +0
Languages Aklo, Common, Draconic, Elven, First Speech, Hallit, Sylvan
SQ elf blood, illustrious urbanite, perfect, powerful change +2
Other Gear dagger, handy haversack, sleeves of many garments[UE], arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 777 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hardened Fists (6 rounds/day) (Su) Natural unarmed or claw attacks deal damage as if one size category larger.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect +1 to bluff and diplomacy vs. humanoids and +2 vs. transmutation spells.
Powerful Change +2 (Su) Spend 1 reservoir point to bolster ability score gain from transmutation spell.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Backstory:

Most children know their birthplace, or even their birthday, but Ishana knew none of those things. Found on the doorstep of an elven temple in Kyonin as a newborn, Ishana grew up as an orphan, not knowing who any of her parents were, or even why she had been left alone.

Like many elves, Ishana possessed strong arcane power, even as a young child. Her branch of magic was a little different than the norm however, combining innate power from her unknown bloodline, but her magic also responded to magical study, where a traditional wizard’s strengths might lie, giving Ishana a little of both worlds. Ishana instinctively knew how to wield her unique style of magic, sometimes better than her peers, something that caused no small amount of envy. As someone who lacked parents, as well as her half human, half elf heritage, she was frequently the target of some minor bullying, occasionally cruelly teased that she must have been an accident or unwanted child. These insults always distressed Ishana, and she frequently petitions the priests and priestesses of the temple for divination's, but unfortunately nothing turned up.

In the absence of any guardians, Ishana grew up in the temple, calling it a ‘home’ of sorts. Life in the temple was fairly pleasant. As a centre of religious worship, Ishana ended up learning quite a bit about the various religions in the area, their customs and duties, and indeed, would help out in the temple wherever she could, but otherwise worked to understand her magical strength, hoping it could shed some light on her parentage. Unfortunately, this did come with its own set of problems.

As very little was known about how exactly Ishana’s style of magic worked, her arcane tutors would frequently push Ishana into adopting the ‘right’ way of using magic. Particularly horrible teachers would even set lower benchmarks for success due to her half human heritage despite Ishana being fairly skilful for her age. Being rather headstrong, Ishana always resisted this, subscribing to the view that flexibility and an open mind were far more important than sticking to tried and true traditions. Some teachers were even worse however, and would give condescending smiles whenever she achieved something, as if it was some miracle she could handle the most basic of spells. One day, after a long argument with a particularly irksome tutor the day previously, Ishana skipped her tutoring and instead attempted to take martial combat lessons, purely to spite her teacher. She learnt that wasn’t particularly good at swinging bits of metal around (lack of practise and skill made her pathetic with anything bigger than a dagger) but it was the principal behind it – that she could (and would) do anything she could set her mind to.
Whenever the bullying or unrealistic expectations became too much, Ishana would adopt a disguise and slip away into the vast forests, watching the wildlife and nature around her. She liked transmutation magic for its ability to turn something into something else, and longed to be like the nature loving druids who could transform into anything they set their mind to. Once, she had even asked an old elder who had druid magic if he would teach her, but apparently she lacked the proper mind-set – and regardless, divine nature magic did not come easily to her.

As time wore on, and her arguments with her tutors grew more common, Ishana began to realise that she wouldn’t quite fit in where she was. She didn’t want to conform to anyone’s expectations, and in fact hated doing so. She wanted to be free, changeable, to forge new paths and new branches of magic, a forward thinking focus. She heard that the Stolen Lands were being settled, and decided that working alongside such settlers, with an eye on the future and positive change would be a definite improvement (albeit a challenge) that she could look forward to. Despite trying to be sociable, Ishana lacked friends, so when she made the decision, it was an easy choice to make. She took a moment to bid farewell to the temple that had sheltered her for much of her early life, and then she set up towards an uncertain future.

Appearance and Personality:

Ishana is an olive skinned, half-elf of medium height and build, with long flowing brown hair, and chocolate brown eyes. While some arcane students preferred to stay indoors and study, Ishana split her time indoors and out, leaving her skin lightly tanned, and her build being slim, but slightly muscular, due in no small part to her time spent rolling around in the dirt trying (and failing) to learn swordplay. Ishana loathes armour, finding it heavy and restrictive, but also shuns long flowing robes and being absolutely impractical. Therefore, she tends to favour light, tighter fighting clothing (being slightly better for combat and travelling in the wilds) that isn’t overly movement restricting. She isn’t above putting on something a little more daring, such as something more fashionable on occasion, but finds such things rather few and far between. She wears standard boots for footwear, and usually forgoes any jewellery. Her hair she likewise keeps unbound, again, hating keeping it tied up.

Above all else, Ishana wants to be different. She wants to stand out. Some might call it shallow, but Ishana merely wants to celebrate differences rather than hide them. She could show up to a high society event in something scandalous, or she could equally wear a dress in the forest. She does temper this desire with practicality in all her choices regarding appearance, but the aim is to be different and to celebrate that. Sometimes it gets too much for her, and she defaults back to ‘blend in’ disguises if she has had enough and wants to avoid people, but otherwise she tries to be as daring as possible. She is however, respectful of people’s customs, and tries to avoid be rude for the sake of rudeness.

Despite wanting to stand out, Ishana is still respectful of other people’s customs, and usually takes care not to offend others in her choice of appearance. She is always polite, and tries to carry herself elegantly at all times, and has mastered the art of a quick and easy smile to set concerns at ease.

In terms of core motivations, Ishana hates tradition, and loves change. She likes creativity and freedom, and to be expressive. It’s precisely this fact that drew her to transmutation magic as well as her unusual branch of transmutation magic she is working on (ie her ability at higher levels, which lets her defy the norm and polymorph other people in addition to just herself). She wants to go to the Stolen Lands to both start fresh and orchestrate change. She will (in future) want to set up a school for arcanists to learn about their magical talents, as well as for anyone wanting to learn her style of transmutation magic.

Unfortunately, Ishana does have a few significant flaws. Somewhat ironically for a person that loves disguise, Ishana still focuses on superficial appearance. Her desire to stand out means she is more likely to portray herself as someone attractive rather than ugly when using disguise magic, and always attempts to show poise or bearing of someone of a higher upper class than usual. This isn’t a rule per say, but takes conscious effort for her to break this pattern. Quite why she struggles with this is difficult to say, but probably has something to do with being an orphan, without parents she feels the need to play a role more superior to herself which ironically doesn’t make her all that different. Ishana also has a passionate temper. Someone forcing her into a stereotype or pigeonholing her in some way immediately earns her ire (and probably a desire to show them up / prove them wrong at earliest opportunity).

In terms of any eccentricities, Ishana is a huge history buff. Her fascination with her own bloodline means that she is an expert in lineages, lines of succession, significant historical events, and so on. She would (at some stage) want to build a library of some description once the Stolen Lands are settled, as part of her thirst for knowledge, but its mostly been driven up until now by a desire to learn her parentage, something she has utterly failed at.

Society:

In looking at where Ishana fits in society, she fits into some sort of awkward category between a historian/library/scientist. She is an arcane caster, but is very individualistic and therefore wouldn’t have much of a guild connection. Likewise she loves nature but would be a terrible scout, being rather unobservant. Growing up in a religious temple, she knows rather a bit about deities, customs and duties, and yet possesses to divine spark of her own. Eventually, she will look to transition her knowledge into leadership, and/or diplomatic relations but at this early stage, she isn’t quite there yet.

Destiny:

Ishana will take the Archmage Mythic Path, and I foresee her mythic power coming from her bloodline. Quite where that bloodline fits in, I haven’t quite decided yet as her unknown parentage means she has a large number of possible opportunities as to how exactly her bloodline ties into her mythic power. I rather like the child of deity angle as a possible option since it would explain why Ishana has been utterly unsuccessful about learning about who her parents were, but seeing as Ishana has no idea who her mother or father is / are or what happened to them (or even why she was abandoned) there is a lot of flexibility. I’m hoping that her quest for answers (and repercussions) unfolds over the course of Ishana’s life, as it’s driven quite a lot of her decisions and personality up until now.


4d6 - 4 ⇒ (5, 4, 6, 6) - 4 = 17
4d6 - 3 ⇒ (3, 4, 4, 6) - 3 = 14
4d6 - 1 ⇒ (1, 6, 3, 5) - 1 = 14
4d6 - 1 ⇒ (1, 5, 1, 3) - 1 = 9
4d6 - 3 ⇒ (3, 3, 6, 6) - 3 = 15
4d6 - 4 ⇒ (6, 5, 4, 6) - 4 = 17

Oh god I don't usually get this fortunate with stat rolls. Definitely gives some neat options for concepts though.


I updated Nyx's backstory a bit and included a mini story. I took some liberties but its there to show a little about how Nyx operates. Ignore / disregard as appropriate.

Backstory:

Many people considered the constant upheaval and anarchy within Galt made it impossible to do business. Nyx believed the exact opposite.

Raised in Pour Encourager les Autres, Nyx never knew her parents, being abandoned when she was younger. Initially, Nyx found this distressing, but the experience hardened her, making her more willing to trust in herself. While some children longed for adoption, Nyx didn’t share this dream, instead preferring the individuality she received in the orphanage. Years later, Nyx preferred to view this time with fondness, grateful that she effectively formed no ties in the community as a young woman, leaving her currently without close acquaintances that could become weaknesses.

With Galt in constant revolution, the orphanage grew disrupted under the constant strains of violence or decree changing. As a resourceful child, Nyx took the opportunity to explore the streets, expressing her joy of freedom. Despite being slightly bette4r looked after than the children in different orphanages in Galt, Nyx always wanted more, with bright eyes she had almost magpie like fascination, seeking to steal what she could from people, taking up pickpocketing before eventually branching out into a bit of looting. Nyx had always hated confrontation, and quickly adopted “grab and flee” tactics.

To the people of Galt, she was probably no more than a minor inconvenience, and certainly the City Guard never wasted time on some vagabond child wandering around getting into mischief, taking pretty, although trivial items such as perfume or jewellery.

Despite getting away with it for a surprising amount of time, Nyx would eventually find that her luck would run out. Her utter lack of experience in the criminal underworld made her an irritation, and she had no real friends that would ensure anyone would draw pause. Furthermore, as she grew older, her beauty and figure meant that she became far more noticeable; one grubby child among several would blend in – an attractive young woman, less so.

In all likelihood, Nyx would have met an unfortunate end in some way, had she not made the grave mistake of attempting to pickpocket a Calistrian priestess who had left the House of Joy moments ago.
Her attempt easily foiled, Nyx avoided being on the receiving end of an imaginative Calistrian punishment, instead being recommended into the Church herself – the Calistrian leadership deciding that perhaps Nyx could use her talents in trickery elsewhere as a way of paying back the minor inconvenience suffered by her priestess target.

While many within the Church had the divine spark that allowed them to receive spells direct from their patron, Nyx didn’t. She wasn’t particularly loyal to any sort of deity, but instead respected the portfolio’s that Calistria’s held, seeing them as important factor’s towards building an information network. In trademark Nyx fashion, she instead chose to create her own brand of magic, the elixir’s and potions that would allow her to push her mental limits, looking to give any sort of edge. This razor sharp focus allowed Nyx a technical breakthrough, letting her specialise into potions that perfected the art of disguise, letting her appear to be absolutely anyone she wanted.

This breakthough was significant to Nyx, now she felt she had the freedom to be anyone – do anything, and taught her elegance, in comparison to the more sledgehammer approach of pickpocketing a mark and running away. This freedom however, came with the realisation that she needed to work even harder than before, to successfully impersonate someone, you had to know who they were, how they moved, talked, thought, who their friends, enemies were, and so on. Nyx began to make files about everyone she met, storing them deep within the Church.

In an attempt to gather some of this information, Nyx began to learn more about the art of seduction, aided in part, by the priestesses of the temple. Nyx quickly learnt that it was by far the easiest way to learn secrets, and her ability to look like anyone quickly allowed her to excel in slipping out secrets. Despite the fame and popularity it might have brought her, Nyx never, ever let any client, and even many other Calistrian’s, learn the talent for disguise she had – the more people that knew, the harder it would be to use. It was only the senior members that Nyx felt comfortable with knowing her secrets – and only then because they had protected her in her youth and had been keeping such a close eye on her anyway.

With her talent for disguise, and exceptional skill at forging documents, Nyx was a force to be reckoned with. She could look like anyone, and have the papers to prove it. On one memorable occasion, she successfully tricked a noble towards giving up his fortune, under the fiction that it had been repossessed by the Revolutionary Council. In the criminal underworld Nyx was known for being able to provide identification papers, documents, forged statements, the possibilities endless. The only people in Galt Nyx truly feared were the Grey Gardeners, the veiled individuals that enforced the law in Galt. Nyx had had the opportunity to attempt an infiltration mission on a few times, in an attempt to learn more about the members and how they operated, but always pulled back – not trusting herself and believing that the stakes were too high.

While Nyx had her criminal activities religiously hidden, she worked hard to project a public face. She wanted to be political, wanted to be notable, which meant she had to be visible around the city. To aid in this, Nyx found work at many brothels and taverns, filtering around from one to another, initially not showing any real allegiance to each one, before settling at The Plunging Blade. Nyx liked the independence it had from Church, sending a clear signal that she was her own person, but also keeping the relationship open between her and the Court, while still signalling that she prioritised still the values installed in her at the Calistrian church. Eventually, with the supporters she had from The Plunging Blade, as well as the Church, Nyx was recommended towards assisting another Madame managing another brothel, with the goal of eventually being groomed to succeed and join the Court of Bees.

Receiving an invite to the Council was by far the true long term goal of Nyx. She had casual aspirations more and more influence across the city and still working her way up – but for now she was satisfied with her immediate goal before getting ahead of herself. Ideally, she wanted Galt returned to its full glory, but in typical Nyx fashion, she wanted to influence the direction that it would go.

The Rite:

Nyx rolled out of bed in a well-practised motion. Usually, she would be careful not to wake up her client but on this particular case she had drugged him enough to ensure he wouldn’t be waking up for some time. All the drinking she had insisted they do earlier probably also wasn’t helping.

The client’s name was John Tanner, and while he believed he had been lucky enough to pick up Nyx at a tavern, in truth he had been selected as her target for many weeks now. Mr Tanner had been a persistent thorn in the Church’s side, trying to weaken the influence of the Court of Bees, as well as directly hitting a courtesan on one drunken night. Nyx had never forgotten the slap, which had been years ago, but she was perfectly happy getting a minor revenge. John Tanner hadn’t recognised her of course, Nyx’s talent for disguise had seen to that – and so it had been a relatively simple matter for him to ply him with drinks before inviting him back to her place, a private residence Nyx had borrowed for the night. With the target now temporarily out of the way, Nyx could attempt to complete a task that had been bugging her for quite some time now – the Rite of the Triple Sting.

Of course, Madame Madeline Roulier had tried to persuade Nyx otherwise towards completing this. She indicated it was possible to gain power and influence – eventually gaining access to the Court of Bees without completing the Rite. Nyx knew this to be true, but she hoped further ascending through the Church leadership would bring advantages.

With all of that said, Nyx was practising a more minor version of the Rite tonight though, and had advised the Church this ahead of time. Nyx didn’t really want blood on her hands unless she could help it, and the instability in Galt made the punishments for any sort of crime unpredictable. She was also going to keep her true identity hidden, rather than revealing herself as is usually appropriate for the acolyte completing the Rite – she was a public figure and didn’t really want to be involving her persona into this, nor to bring further attention from the Grey Gardeners.

Breathing in the chill night-time air, Nyx headed towards one of the more exclusive clubs in the city, Moulin Bleu. The notoriously exclusive brothel was difficult to get access to, but Nyx was well familiar with how things worked – having worked there before. She had actually managed to book two rooms – a slightly more difficult task than the norm due to having to keep her identity in purchasing the second one secretly, but with the people she knew, it was relatively simple. Giving door security (who she knew very well), Nyx gave them a radiant smile before slipping through, winding her way through the patrons and heading upwards, observing the two rooms she had booked. As expected, both rooms were fairly identical, although Nyx immediately changed this, leaving the window open in one, before disturbing the sheets of the second room, making the bed appear to have been slept in. Her work done, Nyx changed form, drinking one of her extracts and transforming into John Tanner, an exact replica.

Nyx headed down the stairs, and immediately spotted the man she had come here to antagonise. The man’s name was Julian Savae, an influential figure with a quick temper and friends with some of the city guards. She was pleasantly happy to see that Julian had been drinking. Ordering a drink, Nyx stepped closer, taking a roundabout route while pretending to observe the show, as she approached Julian from behind. Pretending to stumble slightly, she staggered, dumping her drink all over Julian.

The man reacted as Nyx hoped he would, swinging an angry fist in her direction. Leaning backwards, Nyx dodged, before attempting to hit the man again. Physical fighting wasn’t really Nyx’s cup of tea, so she was mildly surprised at a clean hit. Enraged, Julian charged, but overbalanced and stumbled into a group of other patrons. With the club heading towards a full out brawl, security started heading in to restore order. Nyx would have taken the opportunity to be slightly satisfied with her handiwork – the Court would be pleased about disruption within Moulin Bleu – but one of the security guards headed in her direction.

Giving a curse, Nyx headed towards the room, trying to put as much distance between her and security as much as she could – wanting to break the man’s line of sight. She succeeded – barely, by making it into her room and shutting the door. Fully aware that the noise would tell the man that she had entered a private room – but not which one, Nyx moved swiftly as she heard the man head up the stairs. Drinking her extract again, Nyx changed form back into herself, before murmuring a command word, letting her clothing shift into something more appropriate, before she adjusted it slightly, letting it appear in a state of undress.

There was a sudden bang, and the man burst in, not seeing the man he was chasing, but rather Nyx, in a state of undress. There was an awkward pause, before Nyx reacted as was appropriate in this situation. “OUT” she cries out, leaving the man stammering slightly. Nyx helped him exit the room slightly faster but hurling a shoe at the direction of the man’s head, leaving him to duck out of the room, shutting the door firmly before bursting into the room next door. Nyx listened quietly, and heard the man curse as he viewed the room as she had deliberately left it – an empty room with a wide open window. In the heat of the moment, the man made the obvious conclusion that John had simply jumped the window and briefly headed back down to restore order.

Nyx sat in the room for a good few moments, putting herself back in a period of calm, as she reviewed everything to make sure everything had worked out to present the desired outcome. After reflecting, and satisfied, Nyx fixed her clothing, before heading out the door, giving the security man who had “interrupted her” a dirty look as she left.

All in all, it certainly hadn’t been a bad night, all things concerned, Nyx thought, as she headed to the House of Joy to report success. Julian would want revenge on the man who had insulted him, and would probably lean on his friends in the guard to pull him in – possibly roughing the man up a little as they did so. John of course, would know nothing about what happened, and would assume that Julian was making up a false statement. He would deny the charges, while Julian would attempt to use his influence to make everything stick. Eventually, John would go looking for his alleged alibi in the lady he was apparently sleeping with, and the Church would step in saying that they had “located” this person – in exchange for a small fee. If things got that far, Nyx could “testify” as a witness but she doubted it would proceed to a courtroom. The Church would secretly inform Julian that he should drop charges in light of an apparent alibi but they (as members of Calistria) would ensure he would be appropriately avenged, while John would be in the Courts debt – ready to call upon for a favour and less likely to have to worry about his influence affecting them. Nyx would then be reimbursed by the Church for cost, and as a bonus, both Julian and John would (at least for the time being) be too concerned with their feud to bother anyone else. As a bonus, the Court could even use the disruption at Moulin Bleu to claim that the Court was a more reliable operator to push for more influence. A task neatly carried out, the ultimate winners being Nyx, the Church, and the Court, exactly as Nyx had planned. All in a nights work, for Nyx.

Crunch:

Nyx Illisha
Female half-elf investigator (infiltrator) 7 (Pathfinder RPG Advanced Class Guide 30, 100)
CN Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 45 (7d8+7)
Fort +3, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities trap sense +2; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +10 (1d6/18-20 plus 3 precision damage)
Special Attacks studied combat (+3, 6 rounds), studied strike +2d6
Investigator (Infiltrator) Extracts Prepared (CL 7th; concentration +13)
3rd—amplify elixir[APG] (2)
2nd—acute senses[UM] (DC 18), focused scrutiny[ACG], investigative mind[ACG], perceive cues[APG], spider climb
1st—disguise self (3), fabricate disguise[UI], heightened awareness[ACG] (2)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 23, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 17
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Orator[ACG], Power Attack, Skill Focus (Linguistics)
Traits - custom trait -, clever wordplay
Skills Craft (alchemy) +16 (+23 to create alchemical items), Diplomacy +10, Disable Device +12, Disguise +16, Intimidate +0 (+6 in your area of renown while in your vigilante identity), Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (religion) +16, Linguistics +19 (+21 to make forgeries), Perception +14, Sense Motive +12, Sleight of Hand +12, Stealth +12; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Kelish, Orc, Sylvan, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +7), elf blood, finesse weapon attack attribute, inspiration (1d8+1, 9/day), investigator talents (amazing inspiration[ACG], empathy[ACG], favored beat, great renown[UI], intelligence inspiration[ACG], underworld inspiration[ACG]), keen recollection, master of disguise, mimic mastery, rules changes, secondary ability (), swift alchemy, vocal mimicry
Other Gear rapier, formula alembic[UE], handy haversack, headband of vast intelligence +2, ink of mimicry[UI], sleeves of many garments[UE], alchemy crafting kit[APG], backpack, bedroll, belt pouch, book of letters[UE], disguise kit, flint and steel, forger's kit[UE], ink, inkpen, investigator starting formula book, jewelry[UE], mess kit[UE], noble's outfit, pot, signet ring, soap, torch (10), trail rations (5), waterskin, 1,045 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Inspiration (+1d8+1, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Disguise (Ex) Disguise in 1d3 minutes. Reduce penalties for different traits by 2 each.
Mimic Mastery Count as 2 level higher for duration of disguise self or any polymorph on yourself.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Studied Combat (+3, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Vocal Mimicry (Ex) You can mimic voices and sounds around you.


Still reflecting on Veiled Illusionist - even if its possible in the setting, just the presence of the decree warrants a little more timidity in playstyle and vision than I had initially planned on. I might change her concept out for a Bard of some description. For now though, I'm very happy with my other submission, Nyx.

She isn't technically 'completed' yet as I'm still thinking about what she will spend the majority of her wealth on, but I'm just getting her Crunch / Backstory out now. Feel free to let me know GM's if I took any liberties with what would happen in this setting of Galt, or if there is anything that doesn't fit as I tried to make everything line up with her concept (one of the reason's I'm struggling for her final trait but I think Aspiring Agent works best).

Nyx Backstory:

Many people considered the constant upheaval and anarchy within Galt made it impossible to do business. Nyx believed the exact opposite.

Raised in an orphanage, Nyx never knew her parents, being abandoned when she was younger. Initially, Nyx found this distressing, but the experience hardened her, making her more willing to trust in herself. As she grew older, Nyx tended to view the experience as useful considering the path she chose in life, as it tended to give her limited attachments or weaknesses.

With Galt in constant revolution, the orphanage grew disrupted under the constant strains of violence or decree changing. As a resourceful child, Nyx took the opportunity to explore the streets, trying to hone some of the talents she was learning. Essentially, she branched out into pickpocketing, and eventually looting, gradually sliding into a life of crime as a solo opportunist.

Being at a (relatively) young age, and still an inexperienced in the criminal underworld, Nyx would have quite easily met an unfortunate end, just another victim of Galt’s tireless revolutions had she ironically not started moving her minor crime spree into La Lumiere Rogue, directly crossing paths with the Church of Calistria in the process. Fortunately, the Church decided Nyx’s aptitude for trickery would be better directed elsewhere and decided to take Nyx under their wing, training the women into a skilled operative.

Under the guidance of the Church, Nyx excelled, discovering that she enjoyed the finer points of deception rather than then (in her opinion) the inelegant sleight of hand that she would employ in her youth. Instead, Nyx would use her talent for disguise to impersonate individuals, brazenly walking through businesses and residences as if she had a right to be there, usually strolling out with something valuable, albeit not in a strictly monetary sense.

Nyx prided herself on stealing information, and was exceptionally skilled in forging documentation. More than once she passed herself office as legally “repossessing” an item on behalf of whatever Council was ruling Galt at the time – no-one really wanted to object when the alternative was a Final Blade. She also feared law enforcement much less than anyone else, using forged documentation and disguises (as well as personal knowledge) to know who influenced who, and how to manipulate a given situation to her advantage.

Having a voracious appetite for secrets, and wanting to know as much as she could about anyone and everyone meant that Nyx was constantly thirsting for information to learn. To this end, Nyx occasionally worked in the taverns or brothels to earn some of this knowledge, trying to learn who the movers and shakers were. Her ultimate goal to work up to the top of the pole of Galt’s society, trying to being one of the more influential members of La Lumiere Rogue, then the Court of Bee’s, and from there, who knew?

Crunch:

Nyx Illisha
Female half-elf investigator (infiltrator) 7 (Pathfinder RPG Advanced Class Guide 30, 100)
CN Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 enhancement)
hp 45 (7d8+7)
Fort +3, Ref +7, Will +5; +2 vs. enchantments
Defensive Abilities trap sense +2; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +10 (1d6/18-20 plus 3 precision damage)
Special Attacks studied combat (+3, 6 rounds), studied strike +2d6
Investigator (Infiltrator) Extracts Prepared (CL 7th; concentration +13)
3rd—amplify elixir[APG] (2)
2nd—acute senses[UM] (DC 18), alter self, focused scrutiny[ACG], investigative mind[ACG], perceive cues[APG]
1st—disguise self (3), fabricate disguise[UI], heightened awareness[ACG] (2)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 23, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 17
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Orator[ACG], Power Attack, Skill Focus (Linguistics)
Traits - custom trait -, clever wordplay
Skills Craft (alchemy) +16 (+23 to create alchemical items), Diplomacy +10, Disable Device +12, Disguise +16, Intimidate +0 (+6 in your area of renown while in your vigilante identity), Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (religion) +16, Linguistics +19, Perception +14, Sense Motive +12, Sleight of Hand +12, Stealth +12; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Celestial, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Kelish, Orc, Sylvan, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +7), elf blood, finesse weapon attack attribute, inspiration (1d8+1, 9/day), investigator talents (amazing inspiration[ACG], empathy[ACG], expanded inspiration[ACG], favored beat, gossip collector[UI], great renown[UI], intelligence inspiration[ACG], underworld inspiration[ACG]), keen recollection, master of disguise, mimic mastery, rules changes, secondary ability (), swift alchemy, vocal mimicry
Other Gear rapier, headband of vast intelligence +2, investigator starting formula book, 6,500 gp
--------------------
Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of renown). Beat DC by 20 means instantly known.
Inspiration (+1d8+1, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Disguise (Ex) Disguise in 1d3 minutes. Reduce penalties for different traits by 2 each.
Mimic Mastery Count as 2 level higher for duration of disguise self or any polymorph on yourself.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Studied Combat (+3, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Vocal Mimicry (Ex) You can mimic voices and sounds around you.

Personality and Appearance:

Nyx thinks long term, and is a very manipulative individual. Even while living on the street, Nyx was very adept at disguising herself, and every day changes her face to varying degrees, each "disguise" having a various backstory, papers (possibly faked) and position in the city. She has a "default" disguise of an attractive lithe olive skinned half-elf with long dark hair and brown eyes, although whether this is her true look is impossible to say, with Nyx switching things up with a mundane disguise or perhaps with magical assistance. There are some of Nyx's agents however, to believe that she is a blonde, others, a red-head, an elf or a human, or some other race or facial feature. Patient to a fault, Nyx is polite to all, and keeps her true feelings hidden. Its not uncommon for any revenge Nyx dishes out to manifest months or years later and makes dealing with Nyx rather unpredictable, because you are never quite sure where you stand.

Nyx has difficulty forming relationships based on loyalty, due to her changing persona, so she generally relies on fear, or gratitude for aid to maintain her network of clients, informers and enforcers. She dislikes physical aggression or combat in any form, believing that its a failure on her part to address the situation.


omg so much excitement.

First question though, I was initially planning to look into a Veiled Illusionist, but then I just spotted The Third Degree. Does that effectively make the Prestige Class unusable?


Hey GM(s), just had a thought that I might want clarafication on. I had a broad concept for a character that might look to eventually go into the Veiled Illusionist PrC. This would mean such a character would probably use Illusions for misdirection / disguise purposes and I was wondering if such a character would be a good fit in the campaign.

I'm aware that Illusion spells are tough to adjudicate and sometimes personal opinions vary from GM to GM. Is there anything I would need to be aware of if I considered an illusionist concept?


Even putting recruitment to one side, I have so much excitement for the Gazeeter just to learn more about whats happening in the city. Galt's never really been fleshed out (much) so reading someones interpretation of the situation, as well as NPCs, guilds, races, religions is something I'm excited to see.


Do you plan to follow up on the tease in a paizo sourcebook that mentioned the one individual currently locked away that has the potential to bring peace to Galt?

:)


Actually Andoran and Cheliax are pretty concerned since Citizen Goss (in charge) blames them for Galts troubles. Unsure if the GM's plan to use that but I think both nations would be keeping a close eye on Galt for the moment.


Awesome, I don't need to choose between my concepts, I can build and submit both.

Thats cool :)


I'm pretty interested.

I'd probably look to play either an Illusionist Wizard, or an Infiltrator Investigator as something suitably unique with different options to handle different situations


Submitting a Void Kineticist. If she gets selected I'll make an alias, but I'd prefer avoiding bloat.

Backstory + Motiviations:

Astrid is the classic example as to how fear and superstition can ruin a childs life before they can enjoy living it. Born to a remarkably well off family in the deserts of Casmaron, Astrid had a family with wealth, political power, and an inheritance to move into. As a girl, she was relatively headstrong, intelligent, and lithe as she could gracefully navigate her surroundings with ease. As a child, no-one really took much notice of any of the little oddity’s that surrounded her but the perceptions sharpened as she grew older into a young women, moving up into the world.

These differences began to add up, for instance, the ability to leap much higher than anyone else her age without much effort, the way the air seemed to hang around her, heavier than it ought to be, the fact that she always seemed to be in shadow, no matter the hour. Eventually, the differences grew more obvious, until the line was quickly drawn when it was noticed that Astrid’s shadow never changed shape, size, or positioning, no matter what the time of day. Unable to explain the phenomenon away, people fell back on fear, calling some offspring of a being of shadow. As everyone turned on her, friends and eventually family, Astrid fled the city, eventually slipping into Magnimar, where she found work as a courtesan.
Surprisingly, stripped of wealth, prestige, family, Astrid ironically grew more self-confident, resilient, self aware. She embraced her curious powers and became far more open about romantic liaisons where previously she would have been encouraged to hold back. With no pressure on her to conform to normality, Astrid treads her path as she sees fit, and doesn’t tolerate any barriers in her way.

Motivations & Fears
Astrid has now embraced herself to be different, experience anything and everything, wonderlust. She embraces her latent powers in order to pursue that goal, but fears returning to be that same girl she was before, with the pressures of having to say this or do that, whereas she really just wants to experience the passion of total and utter freedom. Technically, due to her self-confidence being a relatively new development, it could be shaken from her which might leave her rudderless while she sorted out how to proceed, but for now she uses that confidence as a shield. For instance, her now indifferent attitude allows her to feel confident dressing in shadow as her powers wax.

Technically, her Sin is probably Lust since she is using it as an outlet to gain confidence in herself and what she does, but she wasn’t built to embody any particular Sin.

Crunch:

Astrid Zurie
Female human chaokineticist 1 (Pathfinder RPG Occult Adventures 10)
LE Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 13 (1d8+5)
Fort +6, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—emptiness
Infusions—extended range
Blasts—gravity blast (1d6+5)
Utility—basic chaokinesis
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 19, Int 10, Wis 10, Cha 11
Base Atk +0; CMB -2; CMD 11
Feats Point-Blank Shot, Precise Shot
Traits keleshite princess, reactionary
Skills Acrobatics +7, Diplomacy +1, Intimidate +5 (+7 while benefit from concealment or full concealment due to darkness or dim light), Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Profession (courtesan) +4, Stealth +7 (+9 while benefit from concealment or full concealment due to darkness or dim light)
Languages Common
SQ basic chaokinesis, burn (1 point/round, max 7), dimdweller, gather power
--------------------
Special Abilities
--------------------
Basic Chaokinesis (Sp) Shadow protects from bright light, +50% carry capacity, or +4 to jump for 1 hr.
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Gravity Blast (Sp) Level 0; Burn 0
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Something to consider would be an Infiltrator Investigator. Just be a Half Elf, Skill Focus (Linguistics) and then take Orator and max that Linguistics skill.

Basically max Lingustics and get to use it over Diplo/Bluff/Intimidate, but only in certain situations, (ie to tell a lie (Bluff), change an attitude (Diplomacy), or force cooperation (Intimidate). Take Clever Wordplay and make Disguise INT based. Max your intelligence (better skill points + linguistics mod), and use your extracts to buff (Acute Senses, Perceive Cues etc). As a bonus, you can also use Linguistics to forge documents which means if your con man wants to claim he is a legitimate tax collector - he can. Infiltrator gives you a heck of a lot of bonuses to disguise, including the ability to impersonate specific individuals. Take an investigator talent to make inspiration free to use on Linguistics and its INT+Mod+Inspiration+Favoured class bonus on whatever you roll. Bonus, with all the knowledge skills you have, you can more accurately pretend to be someone you are not.

Just an option to add to your list.
If you want to go Kitsune though, I would go CHA based and probably move into straight bard. You can try and take Eldritch Heritage to pick up Silver Tongue if you were minmaxing it. Otherwise to be honest, Phantom Thief rogue is really going to outshine @ skills and you could still go Kitsune for that.


Are you looking to keep the class chassis as is and then look at alternative feat/trait etc options, or a full rebuild?


Crunch:

Nimue Durmada
Human cleric of Sivanah 1
CN Medium humanoid (human)
Init +0; Senses Perception +10
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +1 (1d4+1/19-20)
Special Attacks channel positive energy 1/day (DC 8, 1d6), sudden shift
Domain Spell-Like Abilities (CL 1st; concentration +6)
8/day—vision of madness (+/-1)
Cleric Spells Prepared (CL 1st; concentration +6)
1st—bless, disguise self[D], shield of faith, silent image (DC 16)
0 (at will)—create water, detect magic, ghost sound (DC 15)
D Domain spell; Domains Trickery (Deception[APG] subdomain), Madness
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 14, Int 10, Wis 20, Cha 7
Base Atk +0; CMB +1; CMD 11
Feats Heavy Armor Proficiency, Spell Focus (necromancy)
Traits beacon of faith, seeker
Skills Acrobatics -9 (-13 to jump), Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +10, Spellcraft +4
Languages Common
Other Gear agile half-plate[APG], heavy steel shield, cestus[APG], 125 gp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.

This is what I have for now, I might work on a backstory a little later.


Tempted to play a debuff Cleric of Sivanah that just tries to tank while spamming debuffs.


In a flat out mythic game the TWF Inquisitor is going to heavily outclass the Slayer.

Firstly, Mythic Weapon Finesse really flattens the massive advantage the Slayer has over the Inquisitor (stat distribution), and allows the Inquisitor to go full DEX without any problems. With Judgment and Greater Bane, the bonus really start to add up, and you still have the advantage of a few really powerful Inquisitions (such as Fervor, which gives you a 1/d quicken allowing a Fates Favored Divine Favor / Power tricks at higher levels.)

Theres two further reasons as to why I would consider an Inquisitor superior (in a mythic game). Firstly, Mythic Spells are just so stupidly broken, and secondly, the inqusitor has got the value of some good defensive bonuses as well. Stalwart for instance, is a neat ability to have at high levels against mythic spellcasting, judgments offer defensive boosts, the Spellbreaker archetype buffs your saving throws against tough magic etc etc.

Note that what I'm saying probably applies specifically more for a mythic game than anything else. In a standard game, the Slayer still offers excellent competition with full BAB (though its a classic case of the merits of full BAB vs a part time spell list) and static boosts of Studied Target (and it bypasses the stat problems and swift action bloating the Inquisitor sometimes runs into).

Bottom line though, pick what you think you would most enjoy playing, and run with that, sometimes it comes down to what you would enjoy playing more, than what class has slightly better DPR than another.


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Imbicatus wrote:
A kobold oracle with scaled disciple could, by using oracle as the entrance to Dragon Diciple.

Oracles get it anyway just from the Dragon Mystery

Dragon Robe will get it once per day when you are level 18, otherwise I guess you can "get it" via the two domains that grant Shapechange.


I'm very tempted by this, to go for an Infiltrator Investigator. Impersonates whatever individual she likes and forges papers or official documents with the Linguistics skill.


IDK I still like the old Nature Oracle / Paladin / Mystery Cultist of Arshea combination. Sure, you don't get Charisma on anything, but on the other hand I doubt much is bypassing your AC / Saves either.

It was before Scaled Fist was released though, so maybe there are better combinations.


Kinda with Twang. I don't mind Roll20 but it does shut down my posting options for a large portion if the day, since often I can make a post off my phone during work hours, and o don't have that option on Roll20. Almost finished on Rei.


Yeah I have three ranks in it.
I don't think it's going to be a big concern though, I can go around in my human form and blend in plus with realistic likeness I can look like anyone that I have met. It's going to be hard for them to know that I'm Kitsune unless I go around in hybrid form.


Yeah, I think that she is. I got all excited for a moment thinking that the women in the journal could have been Rei but then they confirmed it was Ahri :/

What about her Change Shape ability in Demacia GM? Is that classified as divine, or merely a special ability.


Hey everyone, finishing up Rei atm


Its ok, take your time.

Best of luck everyone~


Character Description.
Rei, the Midnight Trickster
Kitsune Oracle (Shadow Mystery)
An Ionian diplomat with a shrouded history of infiltration and subterfuge, Rei relies on her magical strength and shadow magic to tilt the battle in her favor.

I'm a support main that will casually play top / jungle as a secondary. While champs like Hecarim and Illaoi are favorites, I tend to main mage supports such as Zyra, Malz, Vel'Koz and Brand. More recently started playing Tahm Kench, Nautilus, Sona, and my preferred go to support atm - Taric. I'll probably take the new Galio into the support role as well

I don't really dislike certain champions, and I touched on the ones I like earlier, but I liked old Galio in the mid lane. I used to main jungle Aatrox but sadly thats gone now :(

I'm really terrible for theme songs so lets see. There's generically good NCS music that would make a generally good theme song, but I don't want that, it doesn't really fit her concept or character. I guess I kinda like Edge of Night - Peter Hollens as probably something that springs to mind and is similar on theme.

I might post a more detailed backstory later, but for now, this is what I have


Pfft, just a legendary WW skin


Hey, its ok, my character is like a cross between Evelyn and Ahri. Its amazing what randomly falls into place when you are thinking of neat concepts.


Yeah guns(lingers) are terribly balanced. Basically the kings of DPR where you get free Dex to damage and target touch AC which pretty much nukes through most of your standard monsters. In my experience, gunslingers find it tough level 1-4, and then kick ass from 5 onwards. Kinda like those Mad Bomber Alchemists that go crazy nova from Fast Bombs onwards.


Yeah I'd be careful with upgrades. CON + INT is very much a "caster" stat spread (or something like a Magus/Bomber Alchemist even), something that doesn't overly mind dumping CHA and WIS, and usually something that ends up scaling up late pretty well regardless!

I'd rather give them something like the androids Nanite surge, or the demoniac's Energumen ability - a small boost (representing an "upgrade", or tapping into any "enhancements", but not something permanant. Victor himself being the obvious exception since hes probably hit perfection himself.

That said, how strong it is depends entirely on what enhancements are on offer.


Sona, Zyra, Vel'Koz~

I like my supports =]

Anyway I'm thinking up something dark for my oracle. Shes Level 3, so I don't really think " ex-assasin" is a good idea, but she does have Realistic Likeness, so her disguise is through the roof. It wouldn't be hard for her to find and/or steal valuable information, or like, manipulate/charm/blackmail/sabotage I think.


lol Illia I read that as Karma for a moment xD


GM, how badly to do you want us to be paragon's of virtue?

Like, I'm trying to work each of her tails as being key'd some event (ie does X and gets a tail) in character, as well as trying to find a way to tie in her Shadow Mystery into her background - but most LoL Shadow related stuff is connected to something nasty ie Noxus / Zaun / Shadow Isles, MAYBE Order of Shadows (Zed).

I guess I could make her have a darker past/history, but IDK if that plays well with what you have planned in this game, or what you visualize for your heroes/party.


bring it on short stack!


Hey I'm still playing a kitsune :(

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